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<blockquote data-quote="Raven Crowking" data-source="post: 4774994" data-attributes="member: 18280"><p><strong>More User-Friendlly than in 3.5?</strong></p><p></p><p>Although it might seem silly to some, it took a bit of work to make this spell work the way that I wanted it to, and I'd like to know what you think of this version. The old Enthral requires the DM to know the Charisma of every creature in a crowd, as well as figure out the saves of all creatures, significant or not.</p><p></p><p>I hope that this version is cleaner, easier to use, and makes as much sense from a simulationist point of view. </p><p></p><p>Please comment!</p><p></p><p><strong><span style="font-size: 12px">Enthral</span></strong></p><p></p><p>Enchantment [Charm]</p><p>Class and Level: Bard 2, Cleric 2</p><p>Casting Time: Action (but special, see text)</p><p>Components: V, S</p><p>Range: 150 feet</p><p>Target: Any number of creatures</p><p>Duration: Up to 1 hour (see text)</p><p>Save: Special (Reasoning or Willpower negates; see text)</p><p></p><p>This spell can hold a group of creatures spellbound, so long as they can hear the caster and understand his words. To cast the spell, the caster must speak or sing without interruption for 1 full round.</p><p></p><p>Creatures with fewer than 2 HD give the caster their undivided attention, ignoring their surroundings unless attacked. These creatures gain no saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light.</p><p></p><p>Creatures with more than 2 HD but less than 4 HD may make a Reasoning or Willpower save to negate this effect. Any potentially affected creature of a race or religion unfriendly to the caster gets a +4 bonus on the saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light.</p><p></p><p>Creatures with 4 or more HD may make a save to negate this effect, as can creatures with more than 2 HD. If the save is failed, however, creatures with 4 or more HD are still aware of their surroundings and gain a new saving throw if witness to actions that they oppose. While enthralled, they are indifferent to the caster, but interested in his words, unless his words really are favourable to them.</p><p></p><p>The effect lasts as long as the caster speaks or sings, to a maximum of 1 hour. Those enthralled by the caster take no action while he speaks or sings and for 1d3 rounds thereafter while they discuss the topic or performance. </p><p>Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if the caster loses concentration or does anything other than speak or sing. The spell ends (and the delay does not apply) if the creatures so enthralled are attacked in any overt way.</p><p></p><p>Those not enthralled can try to end the spell by jeering and heckling. The caster may make a Reasoning save or a Perform check as a free action, adding his caster level to the roll. The heckler with the highest bonus then makes an opposed Reasoning save or Perform check, with a +1 bonus per 5 hecklers present (round up). If the hecklers win, the spell ends. If not, further heckling has no effect on the spell.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4774994, member: 18280"] [b]More User-Friendlly than in 3.5?[/b] Although it might seem silly to some, it took a bit of work to make this spell work the way that I wanted it to, and I'd like to know what you think of this version. The old Enthral requires the DM to know the Charisma of every creature in a crowd, as well as figure out the saves of all creatures, significant or not. I hope that this version is cleaner, easier to use, and makes as much sense from a simulationist point of view. Please comment! [B][SIZE="3"]Enthral[/SIZE][/B] Enchantment [Charm] Class and Level: Bard 2, Cleric 2 Casting Time: Action (but special, see text) Components: V, S Range: 150 feet Target: Any number of creatures Duration: Up to 1 hour (see text) Save: Special (Reasoning or Willpower negates; see text) This spell can hold a group of creatures spellbound, so long as they can hear the caster and understand his words. To cast the spell, the caster must speak or sing without interruption for 1 full round. Creatures with fewer than 2 HD give the caster their undivided attention, ignoring their surroundings unless attacked. These creatures gain no saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light. Creatures with more than 2 HD but less than 4 HD may make a Reasoning or Willpower save to negate this effect. Any potentially affected creature of a race or religion unfriendly to the caster gets a +4 bonus on the saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light. Creatures with 4 or more HD may make a save to negate this effect, as can creatures with more than 2 HD. If the save is failed, however, creatures with 4 or more HD are still aware of their surroundings and gain a new saving throw if witness to actions that they oppose. While enthralled, they are indifferent to the caster, but interested in his words, unless his words really are favourable to them. The effect lasts as long as the caster speaks or sings, to a maximum of 1 hour. Those enthralled by the caster take no action while he speaks or sings and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if the caster loses concentration or does anything other than speak or sing. The spell ends (and the delay does not apply) if the creatures so enthralled are attacked in any overt way. Those not enthralled can try to end the spell by jeering and heckling. The caster may make a Reasoning save or a Perform check as a free action, adding his caster level to the roll. The heckler with the highest bonus then makes an opposed Reasoning save or Perform check, with a +1 bonus per 5 hecklers present (round up). If the hecklers win, the spell ends. If not, further heckling has no effect on the spell. [/QUOTE]
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